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December 2006


Following Crusty’s lead the group travels across the desert and into the foothills to the north. Moving into the mountains, the frozen land comes fast. The group finds the huge frozen waterfall according to their lead.
The party spots a group of ice trolls. Max and Skilver cast spells of fireball and dispatch with the frozen regenerators. Deciding to camp for the night the two druids in the party stone shape a snow cave in the rocks on the hillside and cast control temperature for the groups comfort. The next morning the party spots giant fissure style tracks in the snow on the hillside below. Max turns into an eagle and spots a huge snow worm smashing through a small village in the valley below. Max returns with the info and the group proceeds to attack the worm. Three spells of fireball from a distance dispatch with the giant crawler.
The group travels up into the valley above the frozen waterfall where the weather is a bit warmer. Upon closer inspection the group discovers a village that is controlled by a frost giant and a group of yeti. From a distance the magicians cast a folly of fireballs and magic missiles killing all. (Evil makes some things a bit easier) In all of the commotion the party calls attention to the master of this region.
Down flew the white dragon preparing to breath terrible frost. The group scatters in all directions. On the first pass all three magicians cast magic missiles. Thud slings a +3 bullet of impact and Orthan shoots two magical arrows. Stunned the dragon is unable to breath on any of the party members. On the second pass the magical trio unleashes yet another peppering of missiles bringing the dragon crashing down. Three magicians and two druids a 2 fighters and a thief is starting to pay off.
The group travels further into the mountains to find the lair. Searching the entire cave the party finds nothing of value. Not a copper!
Rather disappointed the group dismantles the dead dragon for parts trying to salvage some value for the expedition before traveling back to the desert city.

Upon arrival in the city there is much attention paid to the group. It seems as though there are now many inquiry’s regarding the party members and their large purchase of magic. For this reason the group decides that it would be best to take the long trip back toward Waterdeep and perhaps even journey to the mythical Skullport…

The group departs the city of the invincible overlord the following day. Traveling back across the desert and into the foothills beyond. Traveling beyond the Dawn Pass headed toward Orlbar the group has another eventful encounter. One afternoon the group spots a black dragon flying on the horizon. It is decided that Thud will be used as bait to bring the dragon closer. On the first fly by the magicians unleash a web of lightning bolts surprising the beast. On the following round the dragon is brought down by one final bolt of electricity.

The party travels on to Orlbar and then sets out toward Loudwater. Upon distant inspection it is discovered that Loudwater has been sacked by a militia of evil soldiers and is no longer the Harper stronghold it used to be. Perhaps this was the same group of soldiers the party saw leaving Orlbar the previous year…

Traveling on from Loudwater the group enters the lands of the High Forest. The same area where the group had killed a green dragon 18 months ago. Coincidentally, early one afternoon the group sees yet another large creature flying on the horizon. Patroling the forest the scales are an shine an emerald green in the afternoon sun. Could it be three in as many months? Feeling confident after previous encounters the party decides to try using Thud as bait once again. While the magicians position themselves, Thud rides his horse out into an open area attracting the dragon’s attention. As the dragon approaches the magicians unleash the most potent round of electricity yet. The dragon is brought down on the first pass. Perhaps the party name should be changed from the efk to the dk…

Weeks later brings the group to the base of the mountain where they proceed down into the caves to the river below. Back to the underground pirate town bar where they are able to book passage to Skullport.
The party members board the small vessel run by a crew made of half drow elfs and half humans. The boat travels on an underground river presumably toward Skullport that supposedly lies somewhere beneath Waterdeep. The boat is Winched up using massive ropes over 2 waterfalls during the amazing underground river voyage. As the boat approaches the underground city of Skullport, mindflares, trolls, kobolds and many other nasty creatures can be seen moving through the streets. Now and then a beholder can be seen moving through the streets, but the environment seems somewhat orderly. Orthan is excited that the group has finally arrived and cannot wait to find out if his deed to the apartment he acquired so many years ago is actually good.
The party moves quickly on the streets using an address on the deed to find the so-called apartment that Orthan has been boasting about. The group finds Orthan’s apartment which turns out to actually be a reality! After paying both the back and future taxes the group settles in for a days rest.

After getting paid for the books each party member finds himself with 50,000 gold to spend or items obtained in the previous

adventure. Since magic is abundant if the information is paid for, all decide that purchasing magic items is the best way to

invest the wealth. The items purchased or acquired are as follows:

Greenleaf:
+3 cloak of protection

Raineer:
Eyes of the Eagle
Ring of Feather Fall
Ring of Free Action

Thud:
Pouch of Holding
+3 Bullets of Impact
+3 Tower Shield, +5 vs. Missiles
+3 Long Sword of Light & Dark
Ion Stone of Sustenance

Max:
Backpack of Holding
3 Longevity Potions

Skilver:
Bracers of Swinging & Climbing
Backpack of Holding

Orthan:
Rod of Resurrection

While obtaining the magic the group decides to follow up on Crusty’s information regarding the white dragon in the mountain

range across the desert to the north.

Upon awakening the group begins to search the tunnels under the temple. In the previous room they find a brown pudding devouring some dead creature. Greenleaf casts a wall of fire and fry’s the pudding. (Now what’s up!)
The room is now empty except for a stone table and chair. Orthan detects traps on the table and finds both a pit trap and a poison gas trap. The group decides to leave the trap alone for now and go and investigate another hallway. They find a secret door that leads to another hallway. In that hallway another secret door is detected. As orthan and Greenleaf are creeping down the next hallway the entire area erupts in flame. They receive minor burns. Greenleaf attempts dispel magic but it doesn’t work. Max then tries and is able to dispel the magic in the hallway. As Greenleaf peers around the next corner, a block of stone drops and glances him for minor damage. Moving down the next hallway Orthan finds another secret door. Orthan goes through the door and vanishes. Orthan ends up in a room with several dead bodies. He searches them to find some coins and loot. Looking for a way out he finds a trap door.
Back at the main group the party members are looking for Orthan. Greenleaf enters the door and disappears as well. He ends up in the same room with Orthan. It appears as though the room is above the previous hallway. Greenleaf stone shapes the door area and Orthan uses his magic carpet to lower them down and back to the group.
Moving on the group finds yet another secret door. Unfortunately they find out that when you stand in front of it you are teleported back to the room with the dead bodies. After gathering everyone back again, Raineer stands on the magic carpet and casts the knock spell on the door.
The door leads to a room of worship. At the other end is a 15 foot statue of a beautiful women with claws. There are also pews and a sacrifice alter in the room. There is also a wooden door that is a carved screaming face. The group decides to rest here for a while. After resting Skilver casts find traps on the doorway. The group is able to avoid the trap and proceed through the screaming face doorway.
After traveling through several passages the group finds a room with a stone table and 3 chairs. The chairs are carved in the shapes of dragon’s heads. At a glance the setup appears as a three headed dragon. Stairs leading up a re found and Thud moves up the stairway. There is a door at the top. Thud hears some strange noises on the other side. He peers in and sees a demon looking creatures rifling through books and tomes. He closes the door luckily undetected. The group decides to wait for them to leave.
Hours later the group enters the library room. Even though the room is in major disarray from looting, the group is able to salvage 25 books with magical properties and 50 tomes.
In the downstairs room many traps are found. Mount spells are used to trigger the traps. The entire scene is loud and hideous. The group moves on but the next hallway comes to a dead end. As orthan is checking for secret doors a block of stone falls on his head. He takes substantial damage and must be healed. The group then travels all the way back to the room with the sliding table top that detected both a pit and poison gas trap. Orthan is able to deactivate the pit trap but fails when trying to dismantle the poison trap. Luckily Orthan had slow poison cast upon him before he began. With another neutralize poison Orthan is up and about.
After dismantling another magic trap in the table the group finds a magic sword, 2000 platinum pieces, magic darts and stand. The group then decides to leave the complex with their find. Trying to leave the group finds the original magic statue that broke out of the temple. Greenleaf uses a rock to mud spell to bring down the wall next to the statue. The party makes their escape but the statue summons earth elementals to chase Raineer. Most likely because he is carrying the sword. He casts fly and puts some major distance between himself and the elementals. The group travels back to the desert city to find Crusty and divide up the loot.

Crusty is mightily pleased by the richness of the haul and the wealth of potential information that lies within the magic’d tomes. Your next three days are on the house and the viands and vintages are fine indeed. Surprisingly so, in fact given the relatively low-brow (no-brow) atmosphere that prevades this establishment.

In passing, your new-found patron mentions that this level of success will undoubtedly incure emnity and envy from all manner of rival factions and the attention of any and all free-lance and unassigned guild thieves.

He suggests that a contract be taken with the Beggar’s Guild to keep you informed as to any inquiries about the group. The contracts are month-to-month and differ in price based on how often you want updates: anything from hourly to monthly. By purchasing a contract you also ensure that you will not be discussed by said guild…smacks of extortion, but…when in Rome…

Crusty has made polite inquiries into the state of the northlands, since he has a few potential activities planned and he would like the services of a group intimately familiar with the area. In particular, a certain nameless wizard would be willing to pay gp250,000 to a group that can deliver a map of a route from Skullport to the cellars of a Waterdeep tavern. These names mean little to ole Crusty, but the sum means a lot.

He reports some news fragments gleaned about the state of the lands on the other side of the mountains:
Waterdeep was attacked by a small army of demons backed by a Nightmare riding Greenhag of immense power, aided by 4-10,000 foot soldiers and orcs.
Apparently the Archmage Kherun Blackstaff was called forth to deliver the city from the invaders. Assisted by several of the remaining lords of Waterdeep (some having fallen to the poisoned darts and draughts of a nameless killer), he succeeded in routing the foe and led a sally that reclaimed lands all the way to the edge of the Mere of the Dead.

The Moonshae Islands are blockaded by the pirate captains of Luskan, and Luskan has gone so far as to declare war on the city of Silverymoon. An invasion force was met by a hastily assembled dwarven strike force, but the pirates were aided by a foul magic that slew thousands of the brave defenders before the rest turned and fled. SIlverymoon is not yet under siege, but the fighting presses ever closer.

Apparently, hordes of trolls and ice trolls are rampaging out of the Spine of the World and joining in the slaughter. It is said that a particularly rich area of land near the mountains in the north has been seized/attacked by a white dragon and it has enslaved a town to build a lair. Riches certainly await those who would travel to slay the wurm. Crusty would be happy to investigate further and attempt to provide a map/directions.

Aside from these tidbits, much of the discussion involves names and organizations you have not met/experienced, and you are still having a bit of difficulty with the local argot, though you are starting to pick out certain expressions.

As the painted birds sing from the trees lining the slave markets, you sip your ‘Barnacle Blasters’ and enjoy this brief respite from sheer terror and life-threatening experiences…

…bet this won’t last long…

The following day the group decides to travel to the other end of the city. Perhaps some adventure leads may be found in a more wealthy part of town. Traveling down Bywater road the group enters the Pirates Cove Inn. After a drink from the bar they meet the owner of the Inn, Crusty. He is aware of the relocation of the entire city. He explains that the city was teleported from a mountainous region. He also claims that the city was in another location before the mountains but that was before he was born.

The owner of the establishment also claims to have a job that may suit efk talents. He has a map of an ancient temple. The group contracts to raid the ruins. That evening in the bar the group drinks ale as magicians chant and draw a large circle around them on the floor. Upon completion of the spell the group is teleported across the desert to the base of a mountain range. Unfortunately Raineer is teleported 70 feet above ground and takes a nasty fall. Max is teleported halfway into the sand but is able to dig out.

In the distance the group spots a stone structure and investigates. Peering in reveals a large domed ceiling that is pale green in color.  Suddenly there is a surprise attack by large monkeys that inhabit the abandoned temple. Skilver and Max cast lightning and fry the fury attackers. Mmmm… Burnt monkey.

The group enters what looks to be church style room complete with pews. In the place of an alter is a large stone statue with gem eyes. There is a door in the back of the church that leads to a small chamber. Thud opens the door to find a Cockatrice. Very dangerous. (Next thing ya know your working for some golem)

Magic Missiles cast by Skilver & Raineer dispatch the feathery foe. Greenleaf decides to cast Rock To Mud on the statue in an attempt to free the gem eyes from their settings. Unfortunately the magic affects the statue a bit differently. Instead of melting into mud the statue grows into a giant and begins to break out of the top of the building. Complete chaos ensues. The group flees the temple to avoid a cave in.

The giant creature is then seen headed into the hills. Hmmm… (Wonder where he is going)

The group re-enters the temple to find a crumbled door behind the area where the statue had previously stood. Orthan investigates a series of secret doors. Max & Raineer cast themselves invisible. On orthans scout he sees evidence of Carrion Crawlers. The group finds a reasonably safe looking room and begins a watch for sleep, study and prayer.